Lines Matching refs:s0

141 			Vector4f s0;
147 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0);
167 case Shader::OPCODE_ABS: abs(d, s0); break;
168 case Shader::OPCODE_IABS: iabs(d, s0); break;
169 case Shader::OPCODE_ADD: add(d, s0, s1); break;
170 case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
171 case Shader::OPCODE_CRS: crs(d, s0, s1); break;
172 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break;
173 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break;
174 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break;
175 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break;
176 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break;
177 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break;
178 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break;
179 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break;
180 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break;
181 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break;
182 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break;
183 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break;
184 case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
185 case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
186 case Shader::OPCODE_DP3: dp3(d, s0, s1); break;
187 case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
188 case Shader::OPCODE_DET2: det2(d, s0, s1); break;
189 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break;
190 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break;
191 case Shader::OPCODE_ATT: att(d, s0, s1); break;
192 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break;
193 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break;
194 case Shader::OPCODE_EXPP: expp(d, s0, shaderModel); break;
195 case Shader::OPCODE_EXP: exp(d, s0, pp); break;
196 case Shader::OPCODE_FRC: frc(d, s0); break;
197 case Shader::OPCODE_TRUNC: trunc(d, s0); break;
198 case Shader::OPCODE_FLOOR: floor(d, s0); break;
199 case Shader::OPCODE_ROUND: round(d, s0); break;
200 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break;
201 case Shader::OPCODE_CEIL: ceil(d, s0); break;
202 case Shader::OPCODE_LIT: lit(d, s0); break;
203 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break;
204 case Shader::OPCODE_LOG2: log2(d, s0, pp); break;
205 case Shader::OPCODE_LOGP: logp(d, s0, shaderModel); break;
206 case Shader::OPCODE_LOG: log(d, s0, pp); break;
207 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
208 case Shader::OPCODE_STEP: step(d, s0, s1); break;
209 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
210 case Shader::OPCODE_ISINF: isinf(d, s0); break;
211 case Shader::OPCODE_ISNAN: isnan(d, s0); break;
215 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
216 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break;
217 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break;
218 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break;
219 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break;
220 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break;
221 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break;
222 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break;
223 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break;
224 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break;
225 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break;
226 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break;
227 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
228 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
229 case Shader::OPCODE_MAX: max(d, s0, s1); break;
230 case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
231 case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
232 case Shader::OPCODE_MIN: min(d, s0, s1); break;
233 case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
234 case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
235 case Shader::OPCODE_MOV: mov(d, s0, integer); break;
236 case Shader::OPCODE_MOVA: mov(d, s0, true); break;
237 case Shader::OPCODE_NEG: neg(d, s0); break;
238 case Shader::OPCODE_INEG: ineg(d, s0); break;
239 case Shader::OPCODE_F2B: f2b(d, s0); break;
240 case Shader::OPCODE_B2F: b2f(d, s0); break;
241 case Shader::OPCODE_F2I: f2i(d, s0); break;
242 case Shader::OPCODE_I2F: i2f(d, s0); break;
243 case Shader::OPCODE_F2U: f2u(d, s0); break;
244 case Shader::OPCODE_U2F: u2f(d, s0); break;
245 case Shader::OPCODE_I2B: i2b(d, s0); break;
246 case Shader::OPCODE_B2I: b2i(d, s0); break;
247 case Shader::OPCODE_MUL: mul(d, s0, s1); break;
248 case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
249 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break;
250 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break;
251 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break;
252 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
253 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
254 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
255 case Shader::OPCODE_DIV: div(d, s0, s1); break;
256 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
257 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
258 case Shader::OPCODE_MOD: mod(d, s0, s1); break;
259 case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
260 case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
261 case Shader::OPCODE_SHL: shl(d, s0, s1); break;
262 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
263 case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
264 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
265 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
266 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
267 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break;
268 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break;
269 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break;
270 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break;
271 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break;
272 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
273 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
274 case Shader::OPCODE_SGE: step(d, s1, s0); break;
275 case Shader::OPCODE_SGN: sgn(d, s0); break;
276 case Shader::OPCODE_ISGN: isgn(d, s0); break;
277 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break;
278 case Shader::OPCODE_COS: cos(d, s0, pp); break;
279 case Shader::OPCODE_SIN: sin(d, s0, pp); break;
280 case Shader::OPCODE_TAN: tan(d, s0); break;
281 case Shader::OPCODE_ACOS: acos(d, s0); break;
282 case Shader::OPCODE_ASIN: asin(d, s0); break;
283 case Shader::OPCODE_ATAN: atan(d, s0); break;
284 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break;
285 case Shader::OPCODE_COSH: cosh(d, s0, pp); break;
286 case Shader::OPCODE_SINH: sinh(d, s0, pp); break;
287 case Shader::OPCODE_TANH: tanh(d, s0, pp); break;
288 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break;
289 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break;
290 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break;
291 case Shader::OPCODE_SLT: slt(d, s0, s1); break;
292 case Shader::OPCODE_SUB: sub(d, s0, s1); break;
293 case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
295 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break;
308 case Shader::OPCODE_IFC: IFC(s0, s1, control); break;
316 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break;
317 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
318 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
319 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
320 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
321 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
322 case Shader::OPCODE_ALL: all(d.x, s0); break;
323 case Shader::OPCODE_ANY: any(d.x, s0); break;
324 case Shader::OPCODE_NOT: bitwise_not(d, s0); break;
325 case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break;
326 case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break;
327 case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break;
328 case Shader::OPCODE_EQ: equal(d, s0, s1); break;
329 case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
330 case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break;
331 case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break;
332 case Shader::OPCODE_TEX: TEX(d, s0, src1); break;
333 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break;
334 case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break;
335 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break;
336 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break;
337 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break;
338 case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break;
339 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break;